Runner Clash Template : Hypercasual Starter Kit


Runner Clash is a simple, undemanding, and easily expandable template for creating hyper-casual games. To create your game based on this prototype, you don't need to be a professional programmer.


by Royal Cod


Price History +

  • EXTRA SIMPLE QUICKSTART: JUST ADD ONE COMPONENT TO THE SCENE!
  • EASY TRANSFER TO 2D: CAUSE THERE ARE NO PHYSICS COMPONENTS!
  • DETAILED DOCUMENTATION IS INCLUDED!

Runner Clash Template is a simple, undemanding, and easily expandable template for creating hyper-casual games.


Games of this genre easily garner thousands of downloads because their rules are extremely simple, and the gameplay looks visually appealing and captivating. Perfect for passing the time on the bus on your way to work.


To create your game based on this prototype, you don't need to be a professional programmer (at the same time, base programming skills required). Most game objects are created and configured directly in the editor - all that's left is to prepare the game scene.


FEATURES


âš« An animated stickman model that helps you start making your game immediately. You can use it in your ready-to-play version or replace it with other characters you have.

âš« The template contains no demanding components (such as colliders, Rigidbody, etc.), so to customize levels, you simply need to add environment models and materials.

âš« The template is based on an easy-to-understand Event-Driven Architecture (EDA).

âš« A well-designed set of managers controls the game objects, requiring no additional customization.

âš« To prepare the game for play, simply add the GameCore component to the scene. Yes, that's all!

âš« All global settings are stored in a single file (you can create and save an unlimited number of such settings files).

âš« Five custom animations: Idle, Run, Fight, Death, Dancing.

âš« The game is adapted for mobile devices:

â—‹ Heavyweight functions like GetComponent<>() are called only when absolutely necessary,

â—‹ The Update() method is encountered only once throughout the entire project,

â—‹ Object pooling is used for spawning projectiles, enemies, and effects,

○ As I’ve said before, there are no demanding components like colliders or Rigidbody in the template,

âš« etc.